Nyambe Monster Factory

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(This article first appeared in Gaming Frontiers in
2002.)

In the land of the Overpower, the jaws of the croco-
dile are the only reward for the unwary.

Nyambe is a vast land of exotic creatures and wide
expanses, where ancestor orisha cry for brave tribal
warriors to carve out the hearts of foul mchawi wiz-
ards, and where dragon-blooded sei sorcerers once
joined the fierce Amazons of Nibomay in the bloody
Rebelling Time to win their freedom. This campaign
setting for the D20 System brings high fantasy to
African myth, legend, and history in a 256-page
hardcover sourcebook from Atlas Games.

Nyambe: African Adventures includes twelve new
human tribal cultures and six variant non-human
races, like the brown-skinned, tailed Wakyambi elves
who meddle in the affairs of men from the depths of
the bIda rainforest. New core class variants and
prestige classes change druids into shamen who
worhip the natural orisha spirits and are as comfort-
able in the skin of a panther as in humanoid form.
New skills, and feats like Ancestral Blessing, Drum
Dancer, Elephant Warrior, Fire Blood, and Ritual
Cannibalism are the heritage of every Nyamban, as

well as new weapons, armor, and equipment
designed for a tropical climate where the heat of the
vast savannah is more dangerous than an enemy’s
spear. The spirit-worship of the mortals has called
upon the orisha for new spells and domains such as
Darkness, Exile, Fertility, Lightning, and Plague ever
since Dark Time when the Overpower ascended into
the sky on the web of a giant spider. Mad omurogo
wizards contemplate the contents of mojuba bags to
prepare their divination spells, and new magic items
like zombi powder turn fallen warriors into true zom-
bis that keep a hideous memory of their former lives,
ritual masks let the wearer become the orisha, and
vodou nkisi statues hurl powerful curses at those
who dare to use them.

And in the dark interior of the continent lurk crea-
tures never before seen by the men of the tamed
north lands … like the aigamuxa, mbilintu, ssanga,
vampire moth, giant sloth, and werehyena. But rav-
enous beasts of the jungle and desert are only the
beginning of the danger that awaits those who walk
the lands of Nyambe. These out-takes are just a sam-
pling from Nyambe: African Adventures, coming this
summer from Atlas Games!

MONSTER FACTORY

BY CHRIS DOLUNT

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Aigamuxa

Aigamuxa (eye-gah-MOO-zhah) stalk the sand dunes
of Marak’ka-land. These tall, thin creatures look like
naked humans from a distance, but close up they
have claws, fangs, and most disturbingly, blank
patches of flesh where their eyes should be.

Aigamuxa are not blind, and have eyes on the soles
of their feet. In order to see, they must get down on
their hands and knees, and arch their feet over their
back to see what is in front of them. This would be
comical if not for the fact that they are extremely
dangerous flesh-eating monsters. According to leg-
end, the aigamuxa are responsible for the deadly
sandstorms that sometimes sweep the region, and the
appearance of one is often accompanied by roaring
winds and stinging sands.

Aigamuxa

Medium-size Monstrous Humanoid

Hit Dice: 4d8+8 (26 hp)

Initiative: +1 (Dex)

Speed: 30 ft., burrow 10 ft.

AC: 15 (+1 Dex, +4 natural)

Attacks: 2 claws +7 melee, bite +2 melee

Damage: Claw 1d4+3, bite 1d6+1

Face/Reach: 5 ft. by 5 ft./5 ft.

Special Attacks: Sandstorm

Special Qualities: Tremorsense, Blind

Saves: Fort +3, Ref +5, Will +2

Abilities: Str 17, Dex 13, Con 15, Int 7, Wis 14, Cha
6

Skills: Climb +6, Hide +3, Intimidate +1, Jump +6,
Listen +4, Move Silently +4

Climate/Terrain: Warm desert

Organization: Solitary

Challenge Rating: 3

Treasure: None

Alignment: Always chaotic evil

Advancement: 5-8 HD (Medium-size)

Combat

An aigamuxa usually attacks as soon as it becomes
aware of a potential meal. Though intelligent, aiga-
muxa devote most of their energies to hunting and
eating, and think about little else. Aigamuxa speak
Infernal and Abyssal.

Sandstorm (Su): If within desert terrain, an aiga-
muxa can generate a powerful magical sandstorm
around itself in a 60-foot radius, at will, as a free
action. This is considered a severe wind. It automati-
cally extinguishes unprotected flames, protected
flames have a 50% chance of extinguishing, and
ranged weapon attacks and Listen checks are at a –4
penalty. In addition, the flying sand causes all living
creatures (except the aigamuxa) to suffer 1d4 points
of subdual damage each round (no saving throw), and
creatures with unprotected eyes must make a
Fortitude save each round against DC 14 or be blind-
ed for the duration of the round.

Tremorsense (Ex): Aigamuxa can automatically
sense the location of anything within 60 feet that is in
contact with the ground.

Blind (Ex): Aigamuxa cannot see unless they get
down on their hands and knees and arch their feet
over their back. This is a full-round action, and an
aigamuxa cannot move while in this position. When
it is not using its eyes, it is totally immune to attacks
that depend on vision, such as gaze attacks, blindness
spells, and visual illusions.

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Mbilintu

This creature’s name means “the frightful unknown
monster” in Kordo, but it is also known under the

Daka-kara name isiququmadevu (ees-ee-quoo-quoo-
mah-DEHV-oo) or the Daka-alif name nzefu-loi (neh-
ZEH-foo LOH-ee).

The Mbilintu (mb-LEEN-too) resembles a lizard,
with a long giraffe-like neck, snake-like head, ele-
phantine legs, and a long tail.

Mbilintu

Huge Magical Beast

Hit Dice: 10d10+50 (105 hp)

Initiative: +1 (Dex)

Speed: 20 ft.

AC: 20 (-2 size, +12 natural)

Attacks: Tail slap +12/+7 melee

Damage: Tail slap 1d6+6

Face/Reach: 10 ft. by 20 ft./10 ft.

Special Attacks: Death Gaze

Special Qualities: Spell Resistance 15, Darkvision

Saves: Fort +12, Ref +8, Will +4

Abilities: Str 19, Dex 12, Con 20, Int 3, Wis 8, Cha 7

Skills: Listen +2, Spot +4, Move Silently +4, Hide -5

Feats: Iron Will, Power Attack

Climate/Terrain: Warm swamp

Organization: Solitary

Challenge Rating: 11

Treasure: 50% Standard

Alignment: Always neutral

Advancement: 11-20 HD (Huge), 21-30 HD
(Gargantuan)

Combat

The mbilintu is an herbivore, and it rarely has to
defend itself physically, as its Death Gaze protects it
from most predators. Unfortunately, the mbilintu has
an insatiable sense of curiosity, and if it sees a group
of adventurers slogging through a swamp, it will most
certainly attempt to sneak up on them and get a better
look. Any sort of attack hurts the creature’s feelings,
and it runs away when confronted with aggressive
behavior.

Death Gaze (Su): Any creature that looks into the
mbilintu’s eyes must make a Fortitude save vs. a DC
of 10 or die from massive cardiac arrest.

Spell Resistance (Ex): To determine if a spell or
spell-like ability works against an mbilintu, the spell-
caster makes a level check (1d20 + caster level). If
the result equals or exceeds 15, the spell works nor-
mally, though the target still gets a saving throw if the
spell allows such.

Darkvision (Ex): Mbilintu can see in the dark up to
60 feet. Darkvision is black and white, but otherwise
like normal sight, and Mbilintu can function with no
light at all.

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Nsanga

The nsanga (n-SAHN-gah) is a dangerous species of
giant lizard found in the Nyamban rainforest. It can
climb trees, it can change color to match its surround-

ings, and it can snare prey with its sticky tongue and
swallow it whole.

An nsanga looks something like an armor-plated, 20-
foot long giant chameleon. Chameleons are consid-
ered symbols of good luck amongst the people of
Nyambe, and killing an nsanga, despite the danger it
presents, is considered a bad omen.

Nsanga

Huge Beast (Reptilian)

Hit Dice: 8d10+40 (84 hp)

Initiative: +1 (Dex)

Speed: 40 ft., climb 40 ft.

AC: 16 (-2 size, +1 Dex, +7 natural)

Attacks: Bite +12/+7 melee; or tongue +5 ranged
touch (maximum range 20 ft.)

Damage: Bite 2d6+8, tongue no damage

Face/Reach: 10 ft. by 20 ft./10 ft.

Special Attacks: Improved Grab, Swallow Whole

Special Qualities: Low-light Vision

Saves: Fort +11, Ref +7, Will +2

Abilities: Str 27, Dex 12, Con 20, Int 2, Wis 10, Cha
2

Skills: Hide +4 (+16 in forest and tall undergrowth),
Climb +19, Listen +3, Spot +7, Move Silently +7

Feats: None

Climate/Terrain: Warm forest

Organization: Solitary or colony (2-5)

Challenge Rating: 6

Treasure: None

Alignment: Always neutral

Advancement: Huge (9-16)

Combat

Nsanga are essentially fearless, and attack any crea-
ture that looks edible.

Improved Grab (Ex): To use this ability, the nsanga
must hit with its tongue attack. If it gets a hold, it
swallows the victim whole.

Swallow Whole (Ex): A nsanga can try to swallow a
grabbed opponent of Large or smaller size by making
a successful grapple check. Once swallowed, the
opponent takes 2d6+8 points of crushing damage plus
1d10 points of acid damage per round from the nsan-
ga’s digestive secretions. A swallowed creature can
climb out of the stomach with a successful grapple
check. This returns it to the nsanga’s mouth, where
another successful grapple check is needed to get
free. A swallowed creature can also cut its way out by
using claws or a Small or Tiny slashing weapon to
deal 25 points of damage to the stomach (AC 20).
Once the creature exits, muscular action closes the
hole; another swallowed opponent must cut its own
way out. A nsanga’s stomach can hold up to one
Large, two Medium-size, four Small, or eight Tiny
creatures.

Low-Light Vision (Ex): Nsanga can see twice as far
as humans in starlight, moonlight, torchlight, etc.

Skills: Nsanga have excellent binocular vision, and
receive a +4 racial bonus to spot checks. They have
the ability to change color, which grants them a +8
concealment bonus to Hide checks, and are capable of
slow and deliberate motions that grant them a +4
racial bonus to Move Silently checks.

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Vampire Moth

The name “vampire moth” is not a misnomer. The vampire
moth is an undead moth that drains life energy. Scholars of
the arcane are completely baffled by this monster — it is
simply too small and weak to be a vampire — yet it exists.

Luckily, the moths are lacking many of the traditional
vampire powers. They cannot assume gaseous form,
summon animals, shapechange, or dominate victims.
Unfortunately, they also lack most of the classic vampire
vulnerabilities. Most importantly, they are not harmed
by sunlight, though it does cause them to fall dormant.

Vampire moths look like oversized moths with dull
black wings.

Vampire Moth

Diminutive Undead

Hit Dice: 1/4 d12 (1 hp)

Initiative: +3 (Dex)

Speed: Fly 20 ft. (clumsy)

AC: 23 (+3 Dex, +4 size, +6 natural)

Attacks: Slam +7 melee

Damage: 1d2-2 and energy drain (10%)

Face/Reach: 1 ft. by 1 ft./0 ft.

Special Attacks: Energy Drain (10%), Create Spawn

Special Qualities: Undead, Fire Vulnerability,
Sunlight Vulnerability, Cold and Electricity
Resistance 20, Damage Reduction 15/+1, Turn
Resistance +4, Darkvision

Saves: Fort +0, Ref +3, Will -1

Abilities: Str 6, Dex 17, Con —, Int —, Wis 3, Cha 5

Skills: Hide +20, Move Silently +4, Spot +1

Feats: Weapon Finesse (slam)

Climate/Terrain: Warm forest and underground

Organization: Swarm (2-20)

Challenge Rating: 2

Treasure: None

Alignment: Always neutral evil

Advancement: 1/2 HD (Diminutive), 1 HD (Tiny)

Combat

Vampire moths attack in swarms, hurling themselves
against foes in a desperate attempt to drain life energy.

Energy Drain (Su): Living creatures struck by a
vampire moth’s slam attack have a 10% chance to
suffer 1 negative level. This level loss is temporary
and returns at the rate of 1 per day. For every nega-
tive level the vampire moth inflicts, it heals itself 5
points of damage.

Create Spawn (Su): Any living creature killed by the
vampire moth’s Energy Drain ability becomes a zombie
in 1d4 rounds. Mundane moths killed by the Energy
Drain attack become new vampire moths instead.

Undead: Immune to mind-influencing effects, poison,
sleep, paralysis, stunning, and disease. Not subject to
critical hits, subdual damage, ability damage, energy
drain, or death from massive damage. Immune to any-
thing requiring a Fortitude save unless it affects objects.

Fire Vulnerability (Ex): Vampire moths are actually
attracted to flames, and always fail saving throws
against fire-based attacks.

Sunlight Vulnerability (Ex): A vampire moth immediate-
ly goes dormant when exposed to direct sunlight. The
moth remains helpless as long as the sun shines upon it.

Cold and Electricity (Ex): A vampire moth ignores
the first 20 points of cold and electricity damage dealt
to it each round.

Damage Reduction (Su): A vampire moth ignores
damage from most weapons and natural attacks; the
attacks simply bounce off. Damage dealt by an attack
is reduced by 15 points, but a weapon with a +1 or
better magical bonus deals full damage.

Turn Resistance (Ex): A vampire moth is treated as
a 4 Hit Dice monster when subject to turning or
rebuking attempts.

Darkvision (Ex): Vampire moths can see in the dark
up to 60 feet. Darkvision is black and white, but oth-
erwise like normal sight, and vampire moths can
function with no light at all.

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Sloth, Giant

This creature, also known as a megatherium (meh-
gah-THEER-ee-uhm), is a 20-foot-tall sloth. Though
its appearance is frightening, it eats only leaves,
roots, and shrubs, and is peaceful unless provoked.

Giant Sloth

Huge Animal

Hit Dice: 11d8+55 (104 hp)

Initiative: -2 (Dex)

Speed: 20 ft.

AC: 12 (-2 size, -2 Dex, +6 natural)

Attacks: Claw +15 melee

Damage: Claw 2d6+13

Face/Reach: 10 ft. by 10 ft./10 ft.

Special Attacks: Partial Actions Only

Special Qualities: Partial Actions Only, Scent, Low-
light Vision

Saves: Fort +12, Ref +3, Will +3

Abilities: Str 28, Dex 7, Con 21, Int 1, Wis 10, Cha 9

Skills: Listen +6, Spot +5

Feats: None

Climate/Terrain: Warm forest

Organization: Solitary, pair, or group (1-6)

Challenge Rating: 4

Treasure: None

Alignment: Always neutral

Advancement: 12-22 HD (Huge)

Combat

When sufficiently irritated, a giant sloth attacks with
its deadly claws.

Partial Actions Only (Ex): Giant sloths have poor
reflexes and can perform only partial actions. Thus
they can move or attack, but can only do both if they
charge (a partial charge). They can never make more
than one attack per round, as they cannot use the full
attack option.

Scent (Ex): A giant sloth can detect those within 30
feet by sense of smell. It can take a partial action to
note the direction of the scent. If it moves within 5
feet of the source, the giant sloth can pinpoint that
source. The giant sloth can also follow fresh tracks
with a Wisdom check DC 10. Creatures tracking by
scent ignore the effects of surface conditions and poor
visibility.

Low-Light Vision (Ex): Giant sloths can see twice
as far as humans in starlight, moonlight, torchlight,
etc.

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Werehyena Template

Most werehyenas are evil mchawi wizards who trade
their souls for the ability to assume animal form.
Those poor souls who become afflicted werehyenas
are usually slain by the mchawi.

Werehyena

Medium-Size Shapechanger

Hit Dice: 2d8+6 (15 hp)

Initiative: +0; +1 (Dex) as hyena or hybrid

Speed: 30 ft. as humanoid or hybrid; 40 ft. as hyena

AC: 12 (+2 natural); 15 (+1 Dex, +2 natural) as
hyena or hybrid

Attacks: Unarmed strike +0 melee; bite +3 melee as
hyena or hybrid

Damage: Unarmed strike 1d3 subdual; bite 1d6+2 as
hyena or hybrid

Face/Reach: 5 ft. by 5 ft./5 ft.; 5 ft. by 5 ft./5 ft. as
hyena or hybrid

Special Attacks: Sneak Attack +1d6, Curse of
Lycanthropy as hyena or hybrid

Special Qualities: Alternate Form, Hyena Empathy; Plus
Scent, Damage Reduction 15/bone as hyena or hybrid

Saves: Fort +5, Ref +4, Will +2

Abilities: Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha
10; or Str 15, Dex 13, Con 16, Int 10, Wis 10, Cha 10
as hyena or hybrid

Skills: Craft or Profession (any one) +6, Knowledge
(any one) +4, Listen +4, Search +4, Spot +4 (+11 as
hyena or hybrid), Bluff +4, Hide +4, Listen +11,
Move Silently +4, Search +8

Feats: Skill Focus (any Craft or Profession), Alertness,
Blind-Fight, Power Attack as hyena or hybrid

Climate/Terrain: Warm plain

Organization: Solitary, pair, pack (6-10)

Challenge Rating: 2

Treasure: Standard

Alignment: Always neutral evil

Advancement: By character class

Combat

Werehyenas enjoy feasting upon the flesh of the
weak. They use Sneak Attacks whenever possible.

Sneak Attack (Ex): Werehyenas can sneak attack as
1st-level rogues, inflicting an additional 1d6 damage
to foes they catch flat-footed or flanked.

Curse of Lycanthropy (Su): Any humanoid hit by a
werehyena’s bite attack in animal form must succeed
at a Fortitude save (DC 15) or contract lycanthropy.

Alternate Form (Su): A werehyena can take on
humanoid, hyena, or a hybrid form indistinguishable
from that of a gnoll.

Jackal Empathy (Ex): Werehyenas can communicate
and empathize with normal or dire hyenas. This gives
them a +4 racial bonus to checks when influencing the
animal’s attitude and allows the communication of sim-
ple concepts and (if the animal is friendly) commands,
such as “friend,” “foe,” “flee,” and “attack.”

Scent (Ex): A werehyena can detect those within 30
feet by sense of smell. It can take a partial action to note
the direction of the scent. If it moves within 5 feet of
the source, the werehyena can pinpoint that source. The
werehyena can also follow fresh tracks with a Wisdom
check DC 10. Creatures tracking by scent ignore the
effects of surface conditions and poor visibility.

Damage Reduction (Su): A werehyena ignores dam-
age from most weapons and natural attacks; the wounds
heal instantly. Damage dealt by an attack is reduced by
15 points, but a weapon made of bone or with a +1 or
better enhancement bonus deals full damage.

Low-Light Vision (Ex): Werehyenas can see twice as
far as humans in starlight, moonlight, torchlight, etc.

Werehyena Characters

Most werehyenas are rogues. Werehyena characters
receive the following adjustments:

Ability Score Adjustments: Str +4, Dex +2, Con +6

Bonus Feats: Alertness, Blind-Fight, Power Attack

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Product Identity:

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License, All Open Game Content is identified by
placement in insert boxes (ie. the creature stats).

Copyright 2002, Trident, Inc. Reproduction on non-
Open Game Content from this article by any means
without written permission from the publisher, except
for short excepts for the purposes of reviews, is
expressly prohibited.

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2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

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15 COPYRIGHT NOTICE
Open Game License v 1.0a copyright 2001, Wizards of the Coast, Inc.

D20 System rules and content copyright 2000, Wizards of the Coast, Inc.;
Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material
by Dave Arneson and E. Gary Gygax.

Occult Lore Copyright 2002, Trident Inc. d/b/a Atlas Games.

Nyambe: African Adventures Copyright 2002, Trident Inc. d/b/a Atlas Games;
author Christopher W. Dolent.

Open game content from “When Giraffes Attack” copyright 2002, Trident, Inc.
d/b/a Atlas Games; author Chris Dolunt.


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